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An idea on how Mettle of Man should work

Steve0333
Steve0333 Member Posts: 529

If the survivor takes three hits without going into the dying state then Mettle of Man is activated on the next hit. Going into the dying state would reset the hit tokens needed to reach mettle of man back to zero. This would take skill because you would need to get hit by the killer twice and escape in order for MoM to activate and it would rely more on survivor skill then on the killer deciding whether or not he wants to give you a protection hit.

Comments

  • Milo
    Milo Member Posts: 7,383

    This would be, "even harder to get" protection hits...?

    @Boosted_Dwight They srsly need to fix those.

  • Gcarrara
    Gcarrara Member Posts: 2,263

    It's a really nice idea. Hard to pull off. What about the one-shot powers though? Any idea for those or would you just consider them a counter to it?

  • Judgement
    Judgement Member Posts: 955

    Reduce the maximum amount of tokens required by one - so two tokens are required - and gain tokens on either safe hooks or protection hits, but not both.

    I think safe unhooks would be better than protection hits because the latter is very buggy, but that's just my opinion.

  • RoKrueger
    RoKrueger Member Posts: 1,371

    Stop crying about your nerfed perk little survivors! Protect your teammates!

  • PwnyFish
    PwnyFish Member Posts: 70

    They should just fix up protection hits..

    Protection Hit: If you get hit while you are within 8m of another survivor, you get a protection hit. If thats too easy:

    -> If you get hit within 8m of another survivor in the injured or dying state, you get a protection hit.

    On another note. Does anyone know how protection hits actually work?Should they work like I said aboce? Can a dev explain when or what counts as a protection hit?

  • Volfawott
    Volfawott Member Posts: 3,893

    If they fixed protection heads and add something like grasp rescues to reward people who get flashlight saves pallet saves or Locker saves.

    I feel like the perk will be actually a lot more usable while still keeping the fact that you have to work for it.

    The problem with safe hook rescues is that it's very easy to cheese them out with borrowed time and still basically hook rush and farm people. Which I guess would it be a problem if borrowed time by itself was enough to save a person which nine times out of ten it really isn't as a killer could just very easily chase you down and smack you again

  • Steve0333
    Steve0333 Member Posts: 529

    Or you could gain a token for each escape during a chase, you wouldn't need to get hit. It just needs to be something based on player skill and escaping the killer takes skill.

  • Milo
    Milo Member Posts: 7,383

    @Steve0333 Then again (as i said somewhere on this forum a big while ago) if they do that then it should have like a countdown of 5, 10 seconds after the chase.

    Chases are wonky as protection hi

  • Gcarrara
    Gcarrara Member Posts: 2,263

    This way you would include also killers that can oneshot... Yeah interesting, I understand what you mean!

  • KillermainBTWm8
    KillermainBTWm8 Member Posts: 4,212

    I like this idea better than protection hits because trying to get MoM to work currently is more of a detriment to your team and if you manage to get MoM you still hurted your team chasing around the killer and the survivor being chased trying to get a protection hit + healing time + doing it 2 more times. Another idea is to make it activate if you get 3 or 4 Safe Unhooks.

  • Boss
    Boss Member Posts: 13,616

    Too bad chases can easily end when you're actually still in a chase but the Killer just has to break a pallet.

  • Gcarrara
    Gcarrara Member Posts: 2,263

    Sad truth... There probably needs to be a second condition there to prevent these situations.

  • Boss
    Boss Member Posts: 13,616
    edited June 2019

    A (longer) cooldown like PWYF?

    Y'know, chase ends, cooldown starts.

    Once the cooldown ends, THEN you get a Token.

    Going into a chase removes said cooldown, granting no Token.

  • Steve0333
    Steve0333 Member Posts: 529

    I play killer probably more than I play survivor. But I play enough of both to see things from both sides. Ash deserves a strong perk. The way they have his perk now is just trash tier. I understand the problem with it before is that it didn't require skill, but the way they have it now it just isn't going to come in handy majority of games and the drawback to it is just too large which is why nobody uses it anymore.

    I don't think the devs are going to leave it in the trash forever, they'll need to refigure it somehow to make it a more balanced perk that people will actually use.

  • Kenshin
    Kenshin Member Posts: 912

    MoM is fine now how it is. leave it alone and talk about the real problems.